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#1 |
Rear Admiral
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Skimmed through the thread, sounds like other have pretty much covered it. Though i'll add:
- It is VITAL that the AI subs do not use ANY of the same sensory nodes, equipment, etc that the player uses. AT ALL, EVER. Not even a TAR node. (you'll know this happen if you notice all the dial needles stuck in the 12 O'clock position in the interior. Possibly super large file sizes for save games too, like 500 MB saves) - You'll need to redo damage zones so they sink correctly. Admittidly, i cheesed, and just changed one zone into a BB keel zone and ran it the length of the boat. Does the job, but certainly not elegant. |
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#2 | |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
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I did NOT know about the sensory nodes, equipment etc. Now mine were the Porpoise and the Tambor, and Keltos used German subs to create the IJN subs. Do you know if this will encounter the same problems? I am not asking you to test it, only if you know the answer. I didn't notice any problems with dial in the sub not working. Possibly because we are using German "equipment" ??? I will check the file sized the next time I have them loaded in the game. The other question is you say the "same Sensory nodes", does that mean we have to rename the node. for example change the H01 to F01 or we have to actually remove the Hydrophones from the sub, and use 'ship' equipment instead of 'sub' equipment? There is so much I need to learn, thank you for the information. I NEVER would have figured that one out. In fact if you are busy (you are always busy!!!) I can check your AI sub in TMO and see what you did and maybe figure out at least some of it. Thanks again for the information. Peabody
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System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2. |
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#3 | ||
Rear Admiral
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I know you can make a submerged and surfaced version of the same submarine. Just set its draft to run below the surface. (sim and/or cfg file tweaks, i forget). You can also make "fake" torpeo's too. Clone a new gun, make it invisible. Take the node for this gun mount on the parent object and offset it so its above the surface. Tweak the gun's rotation and reload specs, and there you go. Someone thought this up way back in the day in SH3, i forget who. Anywho I should probably get off my lazy as and do this at some point.
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You can totally clone the player object in every detail, but the game won't have a tizzy, UNTIL IT TRIES TO RENDER IT. (usually within 30 KM or so.). Which makes tracking down this error really hard. Sometimes there was an AI sub around and you didn't know it. Lucky for you, others have already done hours of this: ( ![]() ![]() ![]() ![]() Quote:
edit: Some nodes are player specific and never used by the AI. TAR node for example. I mention this specifically because it was giving me issues. I let this one node slip by not realizing the game was trying to insantiate two instances of this player specific node. (its for submarine coatings) |
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#4 | |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
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I usually do hours of something and end up empty handed. I think it should work but for some reason it doesn't. Sometimes the light comes on but a lot of times it doesn't. (and it's only a 25watt light so it's not too bright.) Peabody
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System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2. |
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#5 |
Stowaway
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peabody,
I still doubt I know much more then you. I just look at things a bit differently then many do. People tend to get to serious and define things as a set standard. Then they never push the bounds. So if they believe a P0x is for placeing people? They may never make the leap that most nodes are pretty much null. (Yes, The K node is cargo placement but is interchangable) And as Ducimus posted, Watch the nodes when switching a Sub to an AI Unit with a Ship controller. Also watch the zon file. In GWX, We had to create new zones for AI Subs. That was after massive testing. ref created the base damage model for the AI Subs. Testing showed a problem. I re-tested and adjusted to solve the problem. Team work! ![]() |
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#6 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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I tend to think in terms of compatibility as well. There are unused node names you could always use for random stuff. I like using the nodes as defined for others that may mod my mod
![]() That way they just look and know what is at which point. A looong time ago I was using whatever node was handy to place guns, etc ![]() |
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#7 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
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keltos |
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#8 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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There are AI subs in TMO and RSRDC you could clone, then replace the hulls, etc.
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#9 | |
Stowaway
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Special zones were created for the AI Subs and damage models adjusted to use them on each AI Sub. I can send you the zone.cfg and one of the AI Subs files to look at if you wish. Any permissions and such needs to go to Jimbuna, if you wish to use the files in future mods. I really don't see any problems in that area. |
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